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Abstract:

An example information processing device includes: a selection unit that
selects at least one content from a plurality of contents using user
information sets of a plurality of users constituting a predetermined
group, each user information set describing a user; and an execution unit
that executes a process to notify at least one of the plurality of users
included in the group of the content selected by the selection unit.

Claims:

1. An information processing device comprising: a selection unit that
selects at least one content from a plurality of contents using user
information sets of a plurality of users constituting a predetermined
group, each user information set describing a user; and an execution unit
that executes a process to notify at least one of the plurality of users
included in the group of the content selected by the selection unit.

2. The information processing device according to claim 1, wherein the
selection unit determines the at least one content based on a total
number of users of the predetermined group.

3. The information processing device according to claim 1, wherein: each
user information set includes attributes of a user; and the selection
unit determines the at least one content based on the attributes of the
plurality of users constituting the predetermined group.

4. The information processing device according to claim 1, wherein: each
user information set includes history information on usage of a content;
and the selection unit determines the at least one content based on the
history information of the plurality of users constituting the
predetermined group.

5. The information processing device according to claim 1, wherein: a
user information set is stored in each of a device used by each of the
plurality of the users constituting the predetermined group; and the
selection unit obtains the user information sets from the device.

6. The information processing device according to claim 1, wherein the
predetermined group is designated by a device other than the information
processing device.

7. The information processing device according to claim 1, wherein the
plurality of contents include a game.

8. The information processing device according to claim 7, wherein the
selection unit determines at least one game based on the user information
sets and game information of a plurality of games.

9. The information processing device according to claim 8, wherein the
game information describes at least any one of a genre, a number of
players supported, and restriction by age.

10. A non-transitory readable medium storing a program that causes a
computer to execute: selecting at least one content from a plurality of
contents using user information sets of a plurality of users constituting
a predetermined group, each user information set describing a user; and
notifying at least one user included in the group of the selected at
least one content.

11. An information processing system comprising: a selection unit that
selects at least one content from a plurality of contents using user
information sets of a plurality of users constituting a predetermined
group, each user information set describing a user; and an execution unit
that executes a process to notify at least one user included in the group
of the at least one content selected by the selection unit.

12. A recommendation method comprising: selecting at least one content
from a plurality of contents using user information sets of a plurality
of users constituting a predetermined group, each user information set
describing a user; and notifying at least one user included in the group
of the selected at least one content.

Description:

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application is based on and claims priority under 35 U.S.C.
119 from Japanese Patent Application No. 2012-126580 which was filed on
Jun. 1, 2012.

FIELD

[0002] The technology herein disclosed relates to displaying a game or
other contents.

BACKGROUND AND SUMMARY

[0003] There are systems widely known in which a user of a hardware device
is provided with recommendations on games, music or other content.
Generally, a recommendation is generated based on contents used by
particular users. As a result, a content used by other users having
similar preferences is recommended to a user.

[0004] The application herein discloses an information processing device
including: a selection unit that selects at least one content from a
plurality of contents using user information sets of a plurality of users
constituting a predetermined group, each user information set describing
a user; and an execution unit that executes a process to notify at least
one of the plurality of users included in the group of the content
selected by the selection unit.

BRIEF DESCRIPTION OF THE DRAWINGS

[0005] Exemplary embodiments will now be described in detail based on the
following figures, wherein:

[0023] The present embodiment relates to providing recommendations of
games or other contents to a user of a hardware device. Specifically, a
content(s) corresponding to a configuration of a group of users is
notified as a recommended content(s). The group includes users selected
based on predetermined criteria. For example, a group may be comprised of
users sharing a single hardware device (game console, personal computer,
or the like). Alternatively, the group may include users of separate
devices. Typically, the group is a family. However, a definition of the
group of the present embodiment is not thus limited. The present
embodiment can be applied to a group of users who are all qualified to
use a same content.

[0024] According to the present embodiment, a recommendation of a game(s)
suitable for playing together with another user(s) of a group is
recommended for playing using a game console(s), based on the number of
users in the group, attributes (age, gender, preferences, etc.,) of
users, history of playing games, or other information. For example, a
game that can be played by up to four users simultaneously (either in
cooperation or individually) is recommended for a family of four.
Alternatively, games popular with women are recommended when a family
includes more women than men. In another example, R-rated games are
excluded from recommended games when a family includes a juvenile.

2. DETAILES OF EXEMPLIFIED EMBODIMENT

[0025] FIG. 1 is a block diagram showing an overall configuration of
information processing system 10 according to an exemplified embodiment.
In the present embodiment, a game is executed (application software) as a
content and a user is provided with a message sharing service via the
content. Information processing system 10 includes a server 100 and a
plurality of gaming systems 20, which are interconnected via a network
700. Network 700 may be the Internet, but is not limited thereto.

[0026] FIG. 2 is a block diagram showing a hardware configuration of
server 100. Server 100 includes a control unit 110, memory 120, and
communication unit 130. Control unit 110 controls all the units of server
100. Control unit 110 includes a central processing unit (CPU) or other
processing elements and a main memory, to control the units by executing
a program(s). Memory 120 stores data. Specifically, memory 120 includes a
storage device such as a hard drive for storing a variety of data,
described later. Communication unit 130 transmits and receives data to
and from gaming systems 20 via network 700.

[0027] FIG. 3 is a block diagram showing a functional configuration of
server 100. Control unit 110 includes a posting manager 111,
recommendation manager 112, user manager 113 and merchandize manager 114
as functional elements. Functionalities of these elements are implemented
by execution of a predetermined program(s) by control unit 110.
Alternatively, functionalities of server 100 may be realized by two or
more computer devices. In this case, the managers described above are
implemented by different computer devices.

[0028] Posting manager 111 provides users of gaming systems 20 with a
message sharing service. Posting manager 111 enables a user to
communicate with other users via a message board, and provides users with
recommendations on games to prompt the users to buy or play the games.
Specifically, a message input by a user via an input unit (i.e., main
controller 300 or sub controller 400) of gaming system 20 is received via
network 700 together with a user ID, and the message and the user ID are
stored in a message database. Also, in response to a request from gaming
system 20, posting manager 111 transmits a message stored in the message
database, such that a user is able to read the message on a display
device of the gaming system 20.

[0029] A user ID of a user who posts a message, a date and time of the
posting, content of the message posted including a text, hand-written
image, and the like, are stored in the message database. Optionally, a
user may add to the message to be posted information indicative of an
emotion that the user wishes to express at the time of posting, via an
input unit of gaming system 20. For example, the user may input
information indicative of an emotion by selecting an item(s) from
"normal," "happy," "like," "surprised," "frustrated," "in trouble," and
so on, and inputting the item(s). The input information is transmitted
together with the respective message and stored in the message database.
Also, posting manager 111 manages information on communities.
Specifically, posting manager 111 stores, for each community,
identification information (game ID) of games relating to the community,
identification information (user ID) of users participating in or
registered at the community, and other information relating to the
community.

[0030] Recommendation manager 112 selects a game(s) to be recommended for
users. Recommendation manager 112 may select a game(s) for a user based
on activities of the user stored in information processing system 10. For
example, recommendation manager 112 determines a recommended game(s)
based on a number of posted messages, a number of evaluations performed,
an average rating of the evaluations, and the like. Alternatively,
recommendation manager 112 determines a recommended game based on
earnings from commercial sales of the game or a number of downloads.
Alternatively, recommendation manager 112 determines a recommended game
in accordance with a recommendation made by a service provider or
developer of the game. Hereinafter, games selected by recommendation
manager 112 are referred to as "popular games." Recommendation manager
112 updates popular games based on a user's activities, by a
predetermined timing (for example, by a unit of predetermined hours or
predetermined days). Alternatively, recommendation manager 112 may adjust
a recommended game(s) for a user based on known preferences of the user.
For example, in a case where a user often plays a game of a particular
genre/series, recommendation manager 112, gives high priority to games of
the particular genre/series when determining a recommended game(s).

[0031] User manager 113 includes functionalities of managing information
of users and selecting user objects to be displayed on the start screen.
Details of the start screen will be described later. The functionality of
managing information of users is used to manage information on users who
are using the message sharing service or playing games. More
specifically, the functionality of managing information of users includes
storing and managing activities of users of the service provided by the
information processing system 100 in addition to user IDs, user names,
profile information, and avatars. For example, user manager 113 manages a
login status of a user by authenticating the user when logged-in, and
stores playing histories of games played by the logged-in user, messages
posted by the user via the message sharing service, and received
evaluations from other users. Specifically, user manager 113 stores, for
each registered user, at least a user ID, game IDs (playing history) of
games that have been played by a user identified by the user ID, game IDs
of communities to which the user identified by the user ID has posted a
message(s), and the message(s) (posting history). According to one
embodiment, the stored message may be information on a link to a message
managed by posting manager 111. User manager 113 collects playing
histories of users from gaming systems 20, and collects posting histories
from posting manager 111 via network 700.

[0032] The functionality of selecting user objects of user manager 113,
includes selecting a user(s) from among candidate users other than the
user (described later), based on a login status, playing history, and/or
posting history of the candidate user(s), and a notification of user
information on the user(s) selected from among the candidate users to
base station 200. For example, user manager 113 may select friends of the
user, a predetermined number of users who have played popular games, or a
predetermined number of users randomly selected from all the users of the
information processing system 10. Alternatively, user manager 113 may
select users currently logged-in or users frequently involved in
particular activities.

[0033] Merchandize manager 114 is configured to retail contents such as
games to users of gaming systems 20. Merchandize manager 114 may be
configured to handle online payments. In the present embodiment, a user
can buy an additional content for use in a game, in addition to the game.
The additional content may be an item used in the game, benefits for use
in playing the game, or the like. In the present embodiment, both an
additional content and game are referred to generically as "a game
product." A game product provided by merchandize manager 114 need not be
provided at cost, and may be a trial version of a game, or an item
provided free of charge. A service provided by merchandize manager 114
that enables a user to buy a content online is referred to as a content
online purchasing service. In the online purchasing service, a content is
downloaded via network 700 and stored in a non-volatile memory of gaming
systems 20. Alternatively, the content is delivered to a user in a form
of material via a physical distribution system.

[0034] Server 100 stores account information for each user and game
information for each game in memory 120. The account information is
necessary for authenticating a user and is referred to when a user logs
in. The game information includes information related to a game (a game
ID, explanation of the game, messages posted to a community pertaining to
the game, a URL of a web server that provides the online purchasing
service for the game, and the like) and information indicative of a
popularity of the game.

[0035] FIG. 4 shows devices included in a single gaming system 20.
Typically, gaming system 20 may be situated in a house of a user. Gaming
system 20 can either be used by a single user or shared by two or more
users such as family members. Gaming system 20 includes a base station
200, main controller 300, sub controller 400, light emitting device 500,
and display 600. Two or more main controllers 300 and/or sub controllers
400 may be provided in a case where two or more users use the system
simultaneously.

[0036] Base station 200 is an information processing device connected to
network 700. Base station 200 performs a processing necessary for
enabling a user to use the message sharing service and execute a game.
Processing performed by base station 200 includes control of main
controller 300 and display 600.

[0037] Main controller 300 and sub controller 400 are portable input
devices for hand-held use. It is noted that main controller 300 functions
also as a display since a screen is provided at main controller 300. In
this example, main controller 300 and sub controller 400 communicate with
base station 200 by radio. Alternatively, main controller 300 and sub
controller 400 communicate with base station 200 by wire.

[0038] Light-emitting device 500 emits a light detectable by sub
controller 400. Preferably, the light emitted by light-emitting device
500 is infrared or light of another frequency that normally would not be
visible to a user. Light-emitting device 500 includes a plurality of
light sources such as a Light-Emitting Diode (LED) provided in different
positions. For example, the light sources may be provided proximate to
the right and left sides of a casing of light-emitting device 500 as
shown in the figure. Light-emitting device 500 is set up at a
predetermined position (upper or lower space proximate to display 600,
for example) so as to enable a position of sub controller 400 to be
approximated with respect to light-emitting device 500 and display 600.

[0039] Display 600 is an output device that displays an image of a game
and/or an image related to the message sharing service. Display 600
includes a screen 601. In one embodiment, display 600 is a stationary TV
set, but is not limited to this. Display 600 may be any kind of device
that can be used for displaying an image. Display 600 may include a
built-in speaker for outputting a sound or that is connectable to a
speaker device.

[0041] Control unit 310 controls all units of main controller 300. Control
unit 310 includes a processing unit such as a CPU, main memory, and
interface for inputting and outputting information between the units of
main controller 300, and controls exchange of data to and from based
station 200 by execution of a program. Image data of an image to be
displayed on the screen of main controller 300 are generated by base
station 200 and transmitted to main controller 300 by radio. Processing
for displaying an image performed by main controller 300 is decoding of
image data. Thus, main controller 300 can be designated as a thin client.

[0042] Auxiliary memory 320 is configured to store data used by control
unit 310. Auxiliary memory 320 may be a flash memory. Auxiliary memory
320 may include a memory card or other detachable storage medium.
Communication unit 330 is configured to communicate with base station
300. Communication unit 330 includes an antenna for communication with
base station 200 by radio.

[0043] Display 340 displays an image. Display 340 includes a display panel
containing a liquid crystal or organic electroluminescence element, and a
drive circuit for driving the panel, and displays an image based on image
data supplied from control unit 310.

[0044] Touch screen 350 detects an input operation by a user to generate
coordinate data of a position on a screen 341 and output the generated
coordinate. Touch screen 350 includes a sensor housed so as to overlap
with screen 341, and a control circuit that generates a coordinate
representing a position detected by the sensor, and outputs the generated
coordinate to control unit 310. The sensor of touch screen 350 may be of
a resistive type, capacitance type or other. Users input instructions by
use of a finger or by use of a stylus or another pen-type device.

[0045] Input unit 360 also detects a user's input operation. Input unit
360 includes keys, buttons, and/or switches, and outputs information
according to a user's input operation. The information may indicate that
a key is being pushed. Any number of keys, buttons, and switches can be
provided in input unit 360.

[0047] Control unit 410 controls all the units of sub controller 400.
Control unit 410 includes a microprocessor or other processing device and
memory, and controls transmission of data. Communication unit 420
includes an antenna for communication with base station 200. Input unit
430 includes hardware keys by which a user inputs instructions, and by
which an input operation of a user is detected. Control unit 410 outputs
information indicative of an input operation of the user.

[0048] Light detecting device 440 includes a light sensor (image capturing
element) configured to detect light emitted by light-emitting device 500,
and an image processing circuit configured to calculate coordinates based
on the light detected by the light sensor. Light detecting device 440
calculates a position on a screen 601 at which the user points with
controller 400 based on positions of the sources of the detected lights
with regard to a position of sub controller 400. Accordingly, the light
sensor is provided at the edge of sub controller 400, whereby light is
caused to be directed toward display 600 when the user performs an input
operation.

[0050] Control unit 210 is a computer configured to control all of the
units of base station 200. Specifically, control unit 210 includes a
processor including a CPU, GPU (Graphics Processing unit), DSP (Digital
Signal Processor), memory including a main memory and VRAM (Video Random
Access memory), and an interface for transmitting/receiving data when
communicating with the units of base station 300. Control unit 210
executes a program to control generation of image data transmitted to
main controller 300 and/or display 600.

[0051] Auxiliary memory 220 is configured to store data used by control
unit 210. For example, auxiliary memory 220 is a flash memory or hard
drive. Alternatively, auxiliary memory 220 may include a detachable
storage medium such as a memory card. Auxiliary memory 220 is also
configured to store a program(s) executable by control unit 210 and data
obtained by first communication unit 240 or second communication unit
240. A content including a game program that was downloaded via the
online purchasing service by provided merchandize manager 114 via network
700 is stored in auxiliary memory 220. Preinstalled contents are also
stored in auxiliary memory 220. Auxiliary memory 220 is also configured
to store game objects described later and data for displaying user
objects.

[0052] Disk drive 230 reads data from a storage medium such as an optical
disk. For example, a game program or data necessary for executing a game
is stored in the optical disk. Disk drive 230 may be configured to read
data from an opt-magnetic disk, a semiconductor memory, or other types of
storage medium. In gaming system 20, preinstalled contents and downloaded
contents are stored in auxiliary memory 220, and contents stored in the
optical disk can be executed or reproduced by control unit 210.

[0053] Communication unit 240 communicates with a node via network 700.
Specifically, first communication unit 240 transmits and receives data to
and from server 100 under control of control unit 210. Communication unit
250 communicates with main controller 300 and sub controller 400.
Communication unit 250 may perform wireless communications by Wi-Fi,
Bluetooth, infrared, or another type of communication protocol. In one
embodiment, different communication protocols may be used respectively
for communication with main controller 300 and with sub controller 400.
In another embodiment, the same communication protocol may be used.

[0055] User information is stored in auxiliary memory 220 of base station
200. User information includes profile information of a user, information
related to games or a message sharing service. In a case where base
station 200 is used by two or more users, a set of user information is
generated and stored for each user. In the present embodiment, when two
or more sets of user information are stored in base station 200, the two
or more users are handled as members of a family.

[0057] A part of the data items included in the user information is used
for generating profile information. Profile information is information
used by a user for introduction to other users of the message sharing
service. A user may determine which data item(s) of the user information
is visible to other users.

[0058] The user ID is a character string for use in identifying a user. In
addition to the user ID, the user information may include a nickname of a
user used in message sharing service. The data items of gender, date of
birth, and interests are examples of attribute information representative
of attributes of a user. Date of birth may be replaced with age. Comment
is data presented to other users for self-introduction. Comment may be
text data comprised of character codes or image data of handwritten
characters, pictures, or the like.

[0059] Avatar data is data for specifying an object by which a user is
identified in the message sharing service and in a game. Avatar data may
include images of a face, hair style, clothing, and accessories. Avatar
data does not necessarily include all the data items described above.
Avatar data at least includes data items by which a user can recognize
his/her avatar, or family members, friends, favorites from other avatars.

[0060] "Favorite communities" is data indicative of a particular
community(s). A user can register a community(s) in which s/he often
participates. "Number of posts" is data representative of a number of
messages posted to message boards in communications by a user. "Number of
feedback messages" is data representative of a number of evaluations of
messages posted by the user, received from other users. In the present
embodiment, evaluations may be selected from "agreeable," "sympathetic,"
or other positive responses to the posted message. In another embodiment,
the evaluations may be selected from positive and negative emotions.

[0061] "Friends" and "my favorite users" represent a particular user(s)
selected from other users. In the present embodiment, when a user
specifies a particular user as a "friend" it means that the users endorse
each other. Thus, a process in which a request is transmitted from the
first user to the second user, the request is approved, and a request is
transmitted to the first user by the second the user, is necessary for
the first and second users to become "friends." Other users can be
registered as "my favorite users" without approval from the other users.
For example, users who are acquainted with each other in real life may be
registered as "friend," or a person unknown to the user, or a person
known to the user, but the person is not necessarily registered as a
"favorite user."

[0062] "Users favoring me" indicates the number of other users who
register the user as "a friend." "Proficiency" indicates a proficiency
level in playing games. "Proficiency" may be determined by a user from
that user's viewpoint, or, based on the playing history and/or the
purchase history, determined by a service provider. "Proficiency" may
indicate a general proficiency, or may be defined for games of separate
genres (action, role playing, etc.).

[0063] "Playing history" is data representative of a history with regard
to playing of a game(s) using the system. "Playing history" includes a
game ID, date and time of playing a game(s), total playing time and the
like. When the game can be played by multiple users, "the playing
history" of a user may include a user ID(s) of another user(s) who has
played the game together with the user. "Playing history" may include
data relating to all instances of playing of a game. Alternatively,
"playing history" may include data of a recent predetermined number of
instances of playing of the game, or playing performed within a
predetermined period of time. "Playing history" may also include
activities in a community, which include viewing of the message board,
posting messages, and evaluation of messages relating to the game, in
addition to a playing history of the game.

[0064] "Purchase history" is data representative of a history of
purchasing games or obtaining other content by communicating with
merchandize manager 114 for online purchasing. "Purchase history"
includes a game ID, date and time of purchasing games, prices, and the
like. Similarly to the playing history, the purchase history does not
necessarily include data for all purchases made by a user.

[0065] "Playing history" and "purchase history" are stored in base station
200. Alternatively, server 100 stores "playing history" and/or "purchase
history" for all the users. In this case, base station 200 obtains data
only for a relevant user(s) from server 100, to be used by base station
200.

[0066] The overall configuration of information processing system 10 has
been explained. By the configuration, users can play games or communicate
with other users using the message sharing service. The message sharing
service of the present embodiment enables users to generate a community
for topics relating to games so as to post messages on a message board of
the community, and to exchange data with a particular user(s). In
addition, users can evaluate messages posted by other users.

[0067] The community can be regarded as a unit of a group of the message
sharing service, in which users can communicate with others. Messages are
shared in each community. In one embodiment, a community(s) is associated
with a game(s). In another embodiment, a community that is not associated
with a particular game(s) is generated. For example, a community is
generated for a particular game developer. One or more communities may be
generated for a single game.

[0068] A user can use the functionalities described above by inputting
predetermined instructions after a start screen is displayed. The start
screen is an initial screen that appears first when gaming system 20 is
turned on. As described above, gaming system 20 performs the
functionality of enabling a user to play a game and the functionality of
using the message sharing service. Thus, the start screen functions as a
menu screen for activating both functionalities. Specifically, the start
screen enables the user to select and execute a game that the user wishes
to play, or launches a message sharing service. It is noted that the
functionalities are not independent of each other, but are interrelated.
Specifically, when the functionality of selecting and playing games is
initiated, the functionality enables the user to refer to data in the
message sharing service. Alternatively, after a game is selected, the
functionality enables the user to select playing of the game or viewing a
community of the game. Gaming system 20 performs the functionality of
purchasing a content playable in gaming system 20 by communicating with
merchandize manager 114. Thus, the start screen also functions as a menu
for activating the purchasing functionality.

[0069] In the present embodiment, the start screens are a screen 341 of
main controller 300 and a screen 601 of display 600. Base station 200
transmits image data to main controller 300 and display 600 to control a
display of the start screen.

[0070] FIG. 9 shows an example of the start screen. In the figure, start
screens 341 and 601 are hereinafter referred to as "the first start
screen" and "the second start screen," respectively. The first start
screen and the second start screen may be switched. For example, in
response to a predetermined input by the user, the first and second start
screens are switched such that the first start screen is displayed on
screen 601 and the second start screen is displayed on screen 341.

[0071] The first start screen includes a predetermined number of icon(s)
of games that are currently executable for the reason that the user
purchased them or they were preinstalled. Specifically, game programs
stored in auxiliary memory 220 or an optical disk inserted in disk drive
230 is recognized as executable.

[0072] In the following description, it is assumed that twelve icons
denoted by numerals "1" to "12" respectively represent playable games. In
one embodiment, the first start screen includes a list of all the
playable games. Alternatively, only some of the icons of the determined
games are displayed, for which a predetermined number of times the user
has played or a total number of playing times are determined based on a
playing history of the user. The user can indicate readiness to play a
game by selecting an icon from the displayed icons. The user may touch a
screen 341 with his/her finger, or by pushing a key of input unit 360 to
select an icon. In the present embodiment, only icons of presently
executable games are displayed on the first screen.

[0073] The second start screen includes icons of currently executable
games and icons of currently unexecutable games. A currently unexecutable
game is a game that the user cannot play since the user has not purchased
it yet. The currently unexecutable game includes a game that will become
playable when the user buys it by communicating with merchandize manager
114 and downloading it. In one embodiment, the currently unexecutable
game includes a game that cannot be executed and an executable trial
version of a game, which has limited functionality. In this case, the
restriction to the functionality of the game can be removed by payment of
a predetermined amount purchase fee. Assuming that ten icons indicated by
letters A to J are icons of games that have limited functionality, in one
embodiment, the second start screen includes only icons of the currently
unexecutable games.

[0074] In the second start screen, in addition to icons of games, avatars
of users are included. The users whose avatars are displayed include a
current user (i.e., the player of a game), family members of the user,
friends, favorite user, other users who have once played or recently
played a game that the user has once played or recently played, and the
like. Alternatively, the second start screen includes avatars of an
unspecified number of users who have no connection with the player, in
addition to the particular users described above. Hereinafter, an icon of
a game and an avatar are referred to as "a game object" and "a user
object," respectively. Also, an area of the screen at which the game
object and the user object can be disposed is referred to as "a virtual
space." The user can specify objects displayed in the second start screen
using sub controller 400.

[0075] Optionally, information associated with the user object may be
displayed near the user object. For example, information associated with
the user object is information on activities in a game or the message
sharing service. Specifically, the information may include information
related to games that the user has played (in other words, information
generated based on a playing history), information related to a community
or message board of the community to which the user posted a message,
posted messages, or the like. In the present embodiment, posting to a
community means posting a message related to a game, since a community is
created for each game. The displayed information may include profile
information including a user ID and comment, which is shown in FIG. 8.
For example, the information may be displayed adjacent to a game object
in a balloon object. Alternatively, the information may be displayed in
response to manipulation of the respective user object by the player.
Hereinafter, an object indicative of information associated with a user
object is referred to as "a balloon object." The balloon object may
include text, an image, a handwritten memo, or the like. The handwritten
memo is input via touch screen 350 of main controller 300.

[0076] Base station 200 displays multiple user objects moveable in the
virtual space. For example, base station 200 controls user objects such
that when there is a predetermined association between a game of a
displayed game object and a user object, the user moves toward the game
object and stays around the game object while continuing to move. The
association between a game and user object is determined based on how the
user has been involved in the game or a community of the game. For
example, an association is determined based on whether a user of the user
object has played the game, or posted a message to a community related to
the game or evaluated a message posted in the community. User objects are
displayed on the screen in such a manner that a user can clearly
recognize that a game object is that of a game in which many users are
involved. Thus, a user can easily recognize whether the games presently
attract users to provide topics in the message sharing service.

[0077] In one embodiment, base station 200 displays the second start
screen in a single display area, in which game objects of games that are
presently executable and game objects of games that are presently
unexecutable in the second start screen are included. This enables a user
to recognize how a game owned by the user attracts other users. In
addition, a user will be informed of popular games that the user does not
have. Furthermore, in a case that the displayed user objects include an
object of a particular user, i.e., a family member, friends, or the like,
the user can be kept informed of which games interest an associated user.

[0078] FIG. 10 is a block diagram of a functional configuration of base
station 200 that performs the display control described above. A
description of the block diagram is especially directed to
functionalities relating to a display control of the start screen,
selected from among all of the functionalities of control unit 210.
Control unit 210 executes a predetermined program to implement
functionalities of content determination unit 211, user selection unit
212, display controller 213, authentication unit 214, input unit 215 and
execution unit 216.

[0079] Content determination unit 211 determines a game of a game object
to be displayed on the start screen. Specifically, content determination
unit 211 includes a first determination unit 2111 and a second
determination unit 2112. First determination unit 2111 selects a game to
be displayed on the first start screen, from games that are presently
executable in gaming system 20. In one embodiment, all presently
executable games are displayed on the first start screen. Second
determination unit 2112 determines a game(s) of a game object(s) to be
displayed on the second start screen. Specifically, unlike first
determination unit 2111, second determination unit 2112 determines both a
game(s) selected from presently executable games and a game(s) selected
from presently unexecutable games as games to be displayed on the second
start screen.

[0080] First determination unit 2111 extracts from base station 200, all
the stored executable programs for display on the first start screen.
Alternatively, first determination unit 2111 extracts only a part of the
executable games bade on the purchase history and/or playing history.

[0081] Also, first determination unit 2111 identifies distinctively the
player and other users (family members) using authentication results
obtained by authentication unit 214, and determines a game for each
identified user based on a history of each user. In other words, first
determination unit 2111 can identify a game(s) frequently played by a
user who is currently playing a game and a game(s) frequently played by
other users (family members) who are not currently playing a game. In
this way, a user who is currently playing a game is able to see which
games a family member(s) plays frequently.

[0082] Second determination unit 2112 determines a game(s) based on data
supplied from base station 200. Specifically, second determination unit
2112 obtains game information on a popular game(s), which information is
selected by recommendation manager 112 from server 100, and determines a
game(s) to be displayed on the second start screen based on the obtained
game information. In one embodiment, second determination unit 2112
determines to display all popular games identified on the basis of
obtained game information. Alternatively, second determination unit 2112
selects a part of the popular games to be displayed. Also, second
determination unit 2112 extracts a part of executable games stored in
base station 200 for display on the second start screen. For example,
first determination unit 2111 determines games that the user has played
for a longer amount of time in total or during a previous play session,
among the games purchased by the user. First determination unit 2111 may
also determine games to be displayed on the second start screen, which
the games had been often played by the user before a few months ago and
rarely been played thereafter. Second determination unit 2112 determines
games to be displayed on the second start screen by adding the games
obtained from server 100 and a part of the executable games stored in the
base station 200.

[0083] User selection unit 212 selects users of user objects to be
included in the second start screen. Specifically, user selection unit
212 includes first selecting unit 2121 and second selecting unit 2122.
First selecting unit 2121 selects a user(s) from particular users
including the player. Second selecting unit 2122 selects a user(s) from
users other than the particular users.

[0084] First selecting unit 2121 determines a user(s) based on user
information stored in base station 200. For example, first selecting unit
2121 selects a predetermined number of users from users belonging to the
family members, and friends. In on embodiment, all the family members,
friends, and favorites are selected. In another embodiment, the number of
selected users from each category described above is limited. The
particular user(s) may include at least one of the player, family
members, friends and favorite users.

[0085] Second selecting unit 2122 selects a user(s) other than the
particular users based on data other than data for base station 200.
Specifically, users are selected based on user information obtained from
server 100. In one embodiment, the number of selected users is determined
based on a capability of base station 200 or in accordance with a number
of the particular users. The reason for this is that since the displayed
user objects are moveable, if a large number of user objects are
displayed, there is a possibly that the objects will not be able to move
smoothly and/or a delay may occur in other processing performed by base
station 200 occurs.

[0086] Display controller 213 controls display of an image, performed by
main controller 300 and display 600. Specifically, display controller 213
supplies image data to main controller 300 and display 600 for display
control. The image may be a stationary image or a moving image. Display
controller 213 includes a first display controller 2131 and second
display controller 2132.

[0087] First display controller 2131 is responsible for controlling a
display of game objects included in an image displayed by display
controller 213. First display controller 2131 displays game objects of
the games determined by determination unit 211 in both the first start
screen and the second start screen. Specifically, the game objects of the
games determined by the determination unit 211 are disposed in the first
start screen, and game objects of the games determined by the
determination unit 212 are disposed in the second start screen. Second
display controller 2132 is responsible for controlling display of user
objects included in the image displayed by display controller 213. Second
display controller 2132 disposes user objects of the users selected by
user selection unit 212 in the second start screen. Second display
controller 2132 is also responsible for controlling display of balloon
objects displayed in accordance with respective user objects.

[0088] Authentication unit 214 authenticates users. Upon receipt of an
input for log-in by a player, authentication unit 214 checks that the
player is one of the family members based on user information stored in
base station 200. After authorization of the player as a family member,
i.e., a registered user, authentication unit 214 accesses server 100 via
network 700 to inquire whether the user is qualified to use the message
sharing service or participate in communities. For example, for a user
who does not fulfill a predetermined condition in regard to age or other
attributes, a part of the services provided by the system may be
restricted.

[0089] Input unit 215 receives an input made by a user. Specifically,
input unit 215 identifies a position or operation designated by the user
based on a received input. The operation information may include two sets
of data, which includes operation information and position information
and the data sets are transmitted by main controller 300 and controller
400, respectively. Input unit 215 is capable of receiving inputs to the
first start screen and the second start screen independently.

[0090] Execution unit 216 performs a processing in accordance with a user
operation. Execution unit 216 performs a processing based on an input
received by input unit 215. For example, upon receipt of an input of
designating a user object or game object to the first or second start
screen, execution unit 216 recognizes the designated object and performs
a processing corresponding to the designated object.

[0091] FIG. 11 is a flowchart showing an initial processing performed when
base station 200 displays the start screen. Firstly, control unit 210
initiates an authentication (step Sa1). Specifically, control unit 210
identifies the player as a family member based on account information
input by the player, or the like. Next, control unit 210 initiates a
process for logging into the message sharing service. Control unit 210
transmits data used for logging into to server 100 via network 700. A
user ID and/or password may be used for authentication of a user. Other
known methods for authentication can be employed. It takes time for
server 100 to complete authentication for logging into the message
sharing service. Prior to completion of the authentication, control unit
210 initiates processes explained below using the data stored in base
station 200, until authentication is completed and login to the message
sharing service is enabled. It is noted that the processes explained
below can be initiated before receiving data from server 100.

[0092] For example, control unit 210 determines a part of the games of
which game objects are to be displayed on the start screen (step Sa2).
Specifically, control unit 210 identities a purchased game, i.e.,
presently executable games of all the games that can be displayed. In
other words, control unit 210 determines games to be displayed on the
first start screen. Control unit 210 determines a predetermined number of
games of all the stored games to be displayed as game objects.

[0093] Control unit 210 may display a part of the determined games also on
the second start screen. For example, games that have been played
frequently (i.e., played for a long amount of time in total) by the
player or by other family members, which time is determined based on a
playing history, are displayed. Preferably, a ratio between the numbers
of purchased games and unpurchased games included in the second start
screen is determined in advance. In one embodiment, base station 200 may
determine a ratio. Alternatively, the ratio can be changed by users.

[0094] Control unit 210 selects a user(s) such that a user object(s) of
the user(s) is displayed on the second start screen (step Sa3). The
user(s) selected by control unit 210 is a user(s) identifiable by the
user information stored in base station 200 (i.e., local storage), which
includes at least one of the player and a family member of the player. In
step Sa3, control unit 210 obtains user information (playing history and
posting history) of the selected user(s) from user manager 113.

[0095] Upon selection of a user(s) to be displayed, control unit 210
determines details of a balloon object for each of the user object(s) of
the selected user(s) stored in base station 200 (step Sa4). For example,
control unit 210 generates a message "Recently, I have been playing "A"
(Title of a game)" referring to the playing history stored in base
station 200. Alternatively, control unit 210 stores messages posted by
users for inclusion in a balloon object.

[0096] Next, control unit 210 generates a user objects(s) of the user(s)
to be displayed (step Sa5). In this example, a user object is a 3D object
of which appearance is designed based on a human. Control unit 210
performs a 3D modeling for the user objects. In another embodiment, the
user objects does not a 3D object or human-like shape.

[0097] It is noted that processes from steps Sa2 to Sa5 are not initiated
in the order described above. The processes can be carried out
collectively after necessary data is supplied by server 100.

[0098] Control unit 210 obtains game information on popular games (step
Sa6) from recommendation manager 112. Control unit 210 using the obtained
data, determines games (unpurchased game) to be displayed on the second
start screen (step Sa7). A popular game is not necessarily a game the
user has not purchased. When the popular games include a game purchased
by the user, all the popular games can be handled as purchased games with
regard to the user. In step Sa7, control unit 210 obtains, from server
100, a game ID, game title, icon, access information including a URL for
purchasing the game by the online purchasing service provided by
merchandize manager 114, for each of the unpurchased game to be displayed
on the second start screen. It is noted that game IDs, game titles,
icons, access information including URLs for purchasing the games in the
online purchasing service game ID, for all the games are stored in server
100.

[0099] Next, control unit 210 displays a predetermined number of game
objects in the first start screen and the second start screen (step Sa8).
At this moment, game objects are displayed on the first start screen and
the second start screen and a user object is has not displayed.

[0100] Optionally, control unit 210 narrows down the unpurchased games.
For example, in a case where a number of sets of game information, the
number being equal to the upper limit of game objects displayable on the
second start screen, is obtained from server 100 when game objects of
some of the purchased games are displayed on the second start screen,
control unit 210 deletes a predetermined number of data sets of purchased
games included in the obtained game information. The games excluded from
a list of displayable games may be determined by the service provider or
base station 200 in accordance with predetermined rules. In one
embodiment, control unit 210 refers all the sets of the game information
obtained by server 100 for determination of the excluded games.

[0101] After displaying the game objects, control unit 210 displays on the
second start screen user objects of the users (the player and family
members) selected in step Sa3 (step Sa9). Specifically, control unit 210
displays the user objects at a predetermined initial position(s), and
gradually changes positions of the user objects. More specifically, the
user objects move such that each user object approaches a game object
associated with the user object. The initial positions of the user
objects may be different from each other or shared by multiple users
objects.

[0102] Control unit 210 also displays a user object generated by the
service provider for the purpose of announcement on the second start
screen (step Sa10). This user object is neither relevant to a particular
user nor necessarily associated with a particular game. The
announcement-purpose object provides users with information using a
balloon object. Information relating to the announcement-purpose object,
which includes an avatar, announced messages, and information of a
related content, is obtained from server 100.

[0103] Control unit 210 may adopt a different appearance for a part of the
user objects depending on user attributes. For example, it is possible to
change accessories or colors of clothes of user objects depending on the
player and family members. Similary, it is possible to assign particular
accessories or clothes of a particular colors depending on whether the
user is friends or favorite users. When an appearance of a user object
differs from attributes (type) of user, a user can recognize with ease
attributes of users displayed by user objects.

[0104] Next, control unit 210 determines whether the authentication is
completed after a successful login to the message sharing service (step
Sa11). After a successful login to the message sharing service, control
unit 210 can display more user objects. When the login to the message
sharing is not successful because of a connection error or other reasons,
control unit 210 terminates the processing shown in FIG. 11 without
performing the subsequent steps.

[0105] When the login is successful, control unit 210 obtains, from user
manager 113, user information (user name, profile, avatar, and
information on activities including the playing history and the posting
history) of users in the friends and favorite users, and user objects of
the users (steps Sa12, Sa13). Also, control unit 210 obtains, from
posting manager 111, messages posted by the users. Each message includes
a message and information indicative of an emotion of a user when posting
(hereinafter referred to as "emotion information". Next, control unit 210
obtains user information of users who have played a game together with
the player based on the playing history stored in base station 100, and
displays a user object thereof (step Sa14). In addition to the generation
of the user objects, control unit 210 generates contents of balloon
objects, similarly to the process in step Sa4. The contents of balloon
objects are generated, based on messages provided by message manager 111
or the playing history and posting history provided by user manager 113.
For example, a generated content includes a message extracted from a
posting history. It is possible to change an appearance (expression,
complexion, or the like) of an avatar or a design of a balloon object
based on the emotion information related to a message.

[0106] Optionally, control unit 210 obtains user information of users
other than the users whose user objects have been displayed, and displays
user objects based on the obtained user information (step Sa15). The
other users (hereinafter referred to as "general users" may be users
selected randomly or users who have played a popular game. Although the
number of the other users displayed by control unit 210 is restricted
depending on a processing capability of base station 200, preferably a
large number of user objects of general is displayed. In this way, a
large number of users objects activated in the virtual space will enable
a player to determine with ease a popularity of games.

[0107] In one embodiment, control unit 210 displays the user objects of
the general users displayed at one time. Alternatively, control unit 210
gradually increases displayed user objects of the general users until
reaching an upper limit of displayable objects on the screen, to depict
users entering the virtual space. In this case, an amount of processing
required to be carried out by base station 200 is reduced.

[0108] FIGS. 12 and 13 show a screen transition of the second start
screen. Initially, game objects (G1 to G10) are displayed, and a user
object is not displayed on the second start screen, as shown in FIG. 12A.
This corresponds to a state following completion of step Sa8 shown in the
flowchart of FIG. 11.

[0109] Next, the second start screen changes as shown in FIG. 12B, user
objects (U1 to U3) are displayed. Some user objects may be displayed
together with balloon objects (B1). A displayed balloon object interferes
with other objects, and therefore it is preferable to limit a number of
balloon objects displayable at one time. A maximum number may be three,
for example. Also, an object accompanying a balloon object changes one at
a time over a predetermined period of time.

[0110] On the screen shown in FIG. 12B, only user objects of users
including the player and the family members are displayed. This
corresponds to a state after the process of step 9 in the flowchart shown
in FIG. 11 is completed. After a successful login, the number of user
objects increases and a screen change is caused as shown in FIG. 13A.
This corresponds to a state after the process of step 15 in the flowchart
shown in FIG. 11 is completed. User objects of the particular users and
general users are depicted so that they are mutually distinctive. In the
example shown in FIG. 13, the distinction is realized by changing colors
of bodies of avatars.

[0111] A user object is attracted to a particular game object when a
condition exists that there is an association between user information
corresponding to the user object and data relating to the particular
game. For example, when a user plays a game or participates in a
community relating to the game by posting a message or receiving an
evaluation responsive to a message posted by the user, the game
information is included in /user information stored in base station 100
or is provided by user manager 113. A displayed user object of the user
is controlled such that it moves toward a game object of the game and
stays in the vicinity of the game object. FIG. 13B shows an example of
movement of the user object. In this example, a game "E" corresponding to
game object G5 is a game in which a largest number of users are involved.
Thus, each of the user objects is disposed in accordance with an
involvement of a user of the user object.

[0112] FIG. 14 is a flowchart showing a processing of moving user objects.
After setting a user object at its initial position, base station 200
controls movement of the user object by use of the algorithm described
above. Base station 200 controls movement of all displayed user objects.

[0113] Control unit 210 refers to user information of a user corresponding
to a user object for control (hereinafter, "an intended user object") to
determine whether the user is associated with a game of any of the game
objects displayed on the second start screen (step Sb1). Specifically,
control unit 210 checks whether data of activities represented by the
playing history, purchase history, posted messages or evaluation of
messages, which is associated with the games, is stored. When a single
user is associated with two or more games, control unit 210 selects a
game in which the user has participated frequently. For example, control
unit 210 determines a game played most recently, a game played for a
longer time in total, or played for a highest number of times, a game for
which a related message was posted most recently, a game for which
related messages were posted most recently, a game for which evaluations
for a posted message(s) were received most frequently, or a game for
which a highest evaluation for a posted message(s) was received, as a
game played most frequently.

[0114] When three is an association between the user and a game(s)
described above, control unit 210 causes a user object of the user to
move toward a game object of the game (step Sb2). In one embodiment,
control unit 210 causes the user object to move straightway. In another
embodiment, the user object may be caused to move along a circuitous
course, with a random element being introduced in selecting a route, or
with stops being initiated for a predetermined period of time, so that
the user object moves to the game object within a predetermined period of
time. Similarly, other variations in movement can be adopted. Simply
stated, user objects can take any route over any period of time to reach
a target game object.

[0115] Next, control unit 210 determines whether there is another object
in the course of the intended user object, and if such an object exists,
a distance from the intended user object to the found object is within a
predetermined distance (step Sb3). The found object is an obstacle for
the intended user object. The found object may be a user object or a game
object (except for a target game object). Control unit 210 causes the
intended user object to move around the obstacle object (step Sb4).

[0116] Next, control unit 210 determines whether the intended user object
is in an area adjacent to the target game object (step Sb5). The area
adjacent to a game object is defined as a predetermined range surrounding
the game object. Hereinafter, the area is referred to as "a rest area."
If the intended user object is in a rest area of the target game object,
control unit 210 controls the intended user object to remain in the rest
area, that is, to prevent the user object from leaving the rest area
(step Sb6). Similarly to a control of steps Sb3 and Sb4, control unit 210
controls user objects to move around obstacle objects in the rest area.

[0117] In a case where a large number of user objects move to a single
game object and stay in a rest area of the game object, there is a
possibility that some of the user objects are accidentally pushed out of
the rest area. In this case, control unit 210 controls the pushed user
objects to come back to the rest area. As a result, there are user
objects entering and leaving the rest area at a border of the rest area.
Viewing such movements, the player will feel as if the user objects are
very active near the game object.

[0118] If the intended user object is not in the rest area of the target
game object yet, control unit 210 repeats a series the processes starting
from of step Sb2, to approximate the intended user object to the target
game object. Control unit 210 repeats the processes until the intended
user object enters the rest area.

[0119] If a determination perfumed in step Sb1 is negative, that is the
user is not associated with a game, control unit 210 causes the user
object to move randomly with no particular destination (step Sb7).
Similary to the process of steps Sb3 and Sb4, control unit 210 controls
the user object to avoid obstacle objects.

[0120] In accordance with the foregoing, a game object of a popular game
attracts a large number of user objects. A player is provided with
information on a popularity of a game based on a density of user objects
around a game object of the game. In addition, since display user objects
are active in an area with higher density, the area becomes noticeable
and therefore attracts a user's attention. In one embodiment,
characteristic motions may be given to at least a part of user objects of
the particular user(s) including a family member and friend. For example,
user objects of particular users may "walk" differently to general user
objects, or a characteristic movement may be given to a part of the user
object when the object is " walking". In this way, user objects of
particular users are made more noticeable.

[0121] A size of a rest area may be changeable. For example, control unit
210 changes a size of a rest area of a game object depending on a number
of user objects in the rest area, that is, the number of users associated
with a game of the game object. Specifically, control unit 210 introduces
a threshold for a number of displayable user objects, and expands the
rest area when the number of displayed user objects exceeds the
threshold. Alternatively, control unit 210 gives a larger size to a rest
area in which more user objects are displayed without such a threshold.

[0122] In this case, control unit 210 may set a ratio of expansion of the
rest area to be lower than a ratio of increase of the number of user
objects displayed in the rest area. This means that a density of user
objects in the rest area increases when a number of user objects
displayed in the rest area is increasing and an area of the rest area is
expanding. By doing so, a change of the rest area is enhanced when a
density is increasing rather than decreasing.

[0123] It is possible to receive an input instruction of the player to
specify at least one of a game object, a user object, and a balloon
object by base station 200. Upon receipt of an input instruction on an
object, base station 200 performs a processing corresponding to the
specified object. In one embodiment, this process is performed with the
process shown in FIG. 11 in parallel. In another embodiment, this process
is initiated after completion of the process shown in FIG. 11, by which a
predetermined number of user objects are displayed.

[0124] FIG. 15 shows an example of a menu M1 displayed when an instruction
of specifying a game object input by main controller 300 or sub
controller 400 is received. Menu M1 is displayed near game object G1.
Menu M1 includes a start icon M11, icon M12 linked to the online
purchasing service, icon M13 liked to a community, and close icon M14.
Start icon M11 is selected for starting a game of the specified game
object. Icon M12 is an icon linked to a web site as a retailer of the
game, which is implemented as a hyperlink selected for purchasing the
game. Icon M13 is selected to participate in a community related to the
game, view messages posted on a message board, or post a message on the
message board, which is implemented as a hyper link to a web site of the
community. Close icon M14 is selected for closing menu M1 to retrieve the
screen before the game object is specified.

[0125] A process performed by base station 200 subsequent to a display of
a menu M1 together with a game object differs between a case where a game
of the displayed game object is a purchase or a currently executable game
is displayed, and a case where the display game is a unpurchased or a
currently unexecutable game is displayed. Specifically, if a game has
already been purchased, base station 200 executes the game when start
icon M11 is selected. If the game has not been purchased, base station
200 does not execute the game and displays an error message to notify the
player that the game cannot be played.

[0126] Alternatively, base station 200 does not display start icon M11 in
a menu M1 for an unpurchased game, thus notifying the user that the game
cannot be played by the user. Alternatively, when a start icon M1 1
included in menu M1 for an unpurchased game is selected, base station
displays a message such as "You cannot play this game until you purchase
it. Do you wish to access the web site to purchase it online?", so as to
prompt the user to access the site. This process is an example of
activating a game or other contents for the user to play.

[0127] FIG. 16 shows an example of a menu M2 displayed when an input
instruction specifying a user object by main controller 300 or sub
controller 400 user object is received. Upon receipt of a specification
of a user object from a user, base station 200 displays a balloon object
B1 associated with the user of the specified user object and the menu M2.
In this example, a message posted to the message board by the user is
displayed in balloon object B 1.

[0128] Menu M2 includes a start icon M2, icon M22 linked to an online
retail site, icon M23, icon M24, icon M25, and close icon M26. Start icon
M21 and icon M22 have the functionally similar to start icon M1 land icon
M12 of menu M1. Start icon M1 land icon M12 are icons of a game
associated with user information of the user object. Icon M23 is selected
to view a message board to which the message display in the balloon
object B1. Icon M24 is selected to view a profile of a user of the user
object. Icon M25 is selected to view friends of the user of the user
object. Close icon M26 has the same functionality for closing icon M14 of
menu M1.

[0129] Similarly to the process of displaying menu M1, processes performed
by base station 200 subsequent to the display of menu M2 differ between a
case in which a game of the displayed game object has already been
purchased and a case in which the display game has not been purchased
yet.

[0131] Determination manager 810 selects a predetermined number of games
to be notified to a user based on user information. Determination manager
810 refers to user information of other users (i.e., family members of a
user) when determining a game(s) to be notified to the user.
Determination manager 810 refers specifically to the number of users
included in the group of the user to determine a game(s) corresponding to
the number of players to be notified. In this case, game information
includes the number of players who can play the game at the same time.

[0132] Alternatively, determination manager 810 determines the game(s)
based on attribute information and/or history information of the user.
The history information is indicative of activities of the user,
including a log of play sessions, purchasing history, postings to SNS
sites, and evaluations received for posted messages. Determination
manager 810 can determine the game(s) based on genres of games that the
user has bought or played, age, gender, preferences, or the like. For
example, determination manager 810 recommends action games (other than
those already owned by a user belonging to a family) for the family whose
member(s) have frequently played action games. In this case, the game
information includes a genre of the game. Alternatively, determination
manager 810 may recommend a game that has not been played by the family
or that not all members of the family have played.

[0133] Alternatively, determination manager 810 may recommend a game(s)
based on gender or proficiency of a family member(s). For example, a
game(s) whose level of difficulty corresponds to an average proficiency
level of the family or a game(s) suitable for or popular with a
prevailing gender in the family is recommended.

[0134] When a game receives a rating based on age, e.g., the game is
R-rated, determination manager 810 excludes from recommendation games
that do not satisfy the age restriction by checking ages of all the
family members. For example, if the family includes a user of 11 years
old or younger, games for users of 12 years old or older are not notified
to the family. The ratings allocated by the Computer Entertainment Rating
Organization (CERO) can be employed for the present embodiment.

[0135] It is possible to recommend a game(s) for a user(s) other than a
family member. For example, determination manager 810 defines a group of
users as being "friends" with each other and recommends a game(s) to a
user based on user information of a user(s) included in a group of the
user. Alternatively, determination manager 810 defines a group of users
participating in a same community.

[0136] Notification manager 820 executes a process to notify a user(s) of
the group of a game(s) determined for recommendation to the group by
determination manager 810. In one embodiment, the notification is
directed to all the members of a group. In another embodiment, the
notification is directed to only some of the members.

[0137] Recommendation unit 800 can be implemented in either server 100 or
base station 200. For example, recommendation manager 112 is configured
to perform the functionality of determination manager 810, so the
functionality of recommendation unit 800 is implemented in server 100. As
a result, "a hot game" described above is generated based on game
information of family members. In this case, the process of notifying a
user of a recommended game(s) includes a transmission of game information
to base station 200.

[0138] Alternatively, determination unit 211 (more specifically, second
determination unit 2112) is configured to perform the functionality of
determination manager 810, so as to implement the functionality of
recommendation unit 800 in base station 200. In this case, second
determination unit 2112 customizes data items based on the game
information of hot games, which is obtained from server 100, for a family
that owns base station 200, to determine a recommended game(s) suitable
for the family.

4. MODIFIED EXAMPLES

[0139] The exemplary embodiments described above can be modified. Provided
are modified examples of the above embodiments. It is noted that the
modified examples provided below can be combined.

Modified Example 1

[0140] In the above exemplary embodiment, a user object is not necessarily
an avatar and may be a character or image indicative of a user. For
example, the user object may be a user icon, a user ID, a nickname or
other text. In one embodiment, a group of users share a single user
object and the remaining users share another user object.

[0141] A balloon object may be displayed without displaying a user object.
Alternatively, a balloon object may be displayed in place of a user
object; and in this case the balloon object need not necessarily be of a
balloon shape. Any appearance for conveying a message can be adopted.

Modified Example 2

[0142] A type of content handled by the present technology is not limited
to a game. The present technology can be applied to programs other than a
game, such as music data, image data of an electronic book as a content,
and so on.

Modified Example 3

[0143] In the present technology, a content can be provided to a user by
email. In a case where the content is a game, an email may be sent to a
game console by which the game can be played. Alternatively, the email
may be sent to other devices.

Modified Example 4

[0144] The functionalities of the exemplary embodiment can be realized by
hardware configurations other than information processing system 10,
which system includes base station 200, gaming system 20, and information
processing system 10. For example, an apparatus that performs the
functionalities of base station 200 and main controller 300 may be
employed in an information processing system. The functionalities of the
above exemplary embodiment can be realized by use of a single apparatus
or by use of multiple apparatuses co-operating with each other. For
example, in the above exemplary embodiment, at least a part of the
processing performed by base station 200 may be performed by server 100
or main controller 300. Additionally, two screens need not necessarily be
provided for different devices, and there may be provided a single
device. Moreover, more than three screens can be employed in the
above-exemplified embodiment.

[0145] The present technology can be employed in a method of controlling a
display to conceal an image under a predetermined condition and a program
including codes or instructions corresponding to the method, as well as a
device and system. The program may be stored in a storage medium, such as
an optical disk or semiconductor memory for provision to a user, or may
be downloaded to a user's computer or, more generally, a user's
information processing device.

[0146] The foregoing description of the embodiments is provided for the
purposes of illustration and description. Obviously, a large number of
possible modifications and variations will be apparent to practitioners
skilled in the art. The embodiments were chosen and described in order to
best explain the principles of the technology and its practical
applications, thereby enabling others skilled in the art to understand
the technology in various embodiments, and with the various modifications
as suited to a particular use that may be contemplated.